The Little Metal Dog Show

The View From The Afternoon – 7 Wonders review

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I’m pretty sure that the vast majority of gamers out there are at least aware of 7 Wonders even if they haven’t played it (which, of course, a lot of people have). Antoine Bauza’s super-condensed game of city building has gained the respect of many players for several reasons, the main one probably being that it’s able to handle up to seven players at a time yet plays in around thirty to forty minutes. There’s very few games on the market that provide such a range but scale so well, so that’s invariably the reason that it’s scooped so many awards over the past couple of years – including the 2011 Kennerspiel des Jahres.

Each player begins with a play board depicting an ancient wonder of the world, a small amount of money and… well, that’s it. The objective is to build up your own civilisation over the space of three ages, each one represented by a deck of cards. These are shuffled and dealt out, giving each player seven to choose from. This is sorted out before play begins with a little bit of card removal – all cards are marked at the bottom denoting whether they should be included or not. Once you’ve chosen a card you lay it down, pass your deck to the next player, grab the one being handed to you then do it all over again until you’re down to two. With those, you choose one to play and one is discarded.

Brown cards are natural resources, Greys are manufactured. Meanwhile, Yellows allow you to skew the rules in your favour.

These cards can’t be just chosen willy nilly, however. You’ve got to make sure that you’ve got the resources available to put them down in front of you. Everyone begins with a single resource, but as the game progresses you can grab cards to add to your stack. Some cards require one or more resources before you can play them – if they have an image in the top left corner, you’re going to need to either make sure you’ve got that at your disposal. If you don’t, you can check if the player to your left or right has it, then pay them for the privilege. Sure, it may be a pain having to hand over some of your very limited funds, but if it helps you along it’s money well spent.

As you progress through the three Ages, you’ll notice that the cards get more and more powerful – and expensive. There’s one way around this; keep an eye out for stuff that you’ve already built. Some cards give you a free pass to build others, even if you can’t get the necessary bits you would ordinarily need. It’s a great way to build up your points or give you bonuses to use throughout the game, but you still have to make sure you’ve got enough resources to cover yourself for other purchases.

Blues give out plenty of points, Greens are for stacking Science. The Guilds are represented by Purples and could really swing the game your way.

Another element occurs when you end an age; WAR. When the cards run out, it’s time to take on the players to your left and right. Throughout each age you have the potential to pick up red cards that give you shields – if you have more at the end of an age, you’ll get points (one, three or five). If you have less, you’ll grab a minus one token. It’s a good way to pick up some easy points – after all, you only need to stay slightly ahead of those people next to you.

If you’re looking for yet another way of scoring, you can always go down the Sciences route. Green cards have three icons – cogs, tablets and compasses – that could potentially net you some huge points. Collecting a set of all three is good… but getting a bunch of the same is even better as the points scale, squaring as you go; one, four, nine, sixteen… it gets very valuable very quickly. Purple cards represent Guilds and are only available for drafting in Age III and can really give you some huge points too – they’re pretty expensive but could turn the tide your way. Get a couple down in front of you and the game could easily be yours… maybe.

A couple of Wonders - bonuses aplenty are available if you get to build those stages...

Of course, there’s also the Wonders from the game’s title. Depending on which one you draw, there’ll be between one and four levels that will give you a hefty bonus. Instead of putting your chosen card face up before you, as long as you have the resources you can put it underneath your playing board. Some may grant you victory points, others bestow money upon you, while a few give you extra shields or resources. It’s not entirely necessary for you to build your Wonder, but if you choose to leave it behind you’d best make sure you’re working on a few other plans.

Initial games may actually prove a bit confusing. Though the gameplay is incredibly simple – draw a card, play a card, pass the rest around and repeat – there’s such a wealth of options available to you the whole game can feel pretty daunting. Do you grab as many blue cards as possible and boost your points or focus on a military strategy to beat up on your neighbours? Should you go for Science or just concentrate on your Wonder?

Not available in the box! This one's a promo with only one Wonder level... but WHAT a level. The winner of the game has to buy you a beer!

To be honest, every time you play your strategy will be different. There’s so many different possibilities in a game of 7 Wonders that your best bet is really to try and keep an eye on what everyone else is doing, then go down a different path. Obviously this is trickier when you’ve got more players, but that’s what adds to the enjoyment of the game. While your main focus will be on your neighbouring players thanks to the whole war and resources thing, being able to have an eye on the whole playfield will certainly help.

Personally, I’m completely head over heels with this game. I love the fact that it works with such a wide range of players (though I must admit, I haven’t attempted the two player version yet) and is still finished in such a short time; it’s the very definition of a One More Go game. The artwork is solid throughout, as is the graphic design – everything is incredibly clear and simple to follow with splendid iconography.

Being a card game, it’s pretty hard to mess up the production, but thankfully the folks at Repos Productions have made sure that the stock used is nice and thick, the player boards are of good quality and the box insert is actually pretty useful. This review is based on the newer edition of the game, meaning that the wooden coins of the original have been replaced by cardboard bits. Again, these are nicely done, but I’m a sucker for wood – however, I can see why the switch has been made; not only does it save money on production, it also ensures compatibility with expansions that also come with cardboard cash.

Having played it a fair few times, I can see why 7 Wonders has won so many awards since its release. It treads that line between accessibility and slightly more complex games beautifully, open enough for even novice players to pick up quickly but still giving those who seek a challenge plenty to think about. Antoine Bauza has done something that is quite hard to do in the world of game design; he’s managed to create a relatively level playing field. No wonder the plaudits keep coming in… and you can definitely add me to the ever growing list of fans.

7 Wonders was designed by Antoine Bauza with art by Miguel Coimbra. Released in 2010 through Repos Production, between two and seven players can attempt to build their own civilisation in around half an hour. The game can be expanded through the Leaders set which is out now as well as the forthcoming Cities pack; now go and get it, for it is awesome. Oh, and if you’ve got an iPhone, I heartily recommend getting the free 7 Wonders Scorer App which makes life a lot easier at the end of a game!

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